At IAS09, Matt Milan gave a provocative talk on what he called "Innovation Parkour." Parkour is a way of moving from place to place as efficiently as possible by jumping, vaulting, or climbing around obstacles. His talk was a plea for us to practice our craft so great design can become a reflex in the face of challenge, much as parkour artists view the environment not as a hindrance to their sport but an aid.
I believe the equivalent of the built environment in parkour is less the landscape of the design challenges we face than the structures, process, and culture of the organizations in which we do our work. Yes, design exercises make better designers - however, an IA/UXer who can solve wicked problems but who can't get her organization to implement her solutions needs also to be practicing complimentary disciplines: cultural diagnostics, relationship savvy, and communication and negotiation skills.
Enter Organizational Parkour, a game where IA/UXers can practice these complimentary skills. The game pits teams against each other to complete deliverables, by role-playing and negotiating based on the tenets of Principled Negotiation. Game players are guided on how to use negotiation skills to manage sticky client issues and see great work to completion.